mangos/src/game/BattleGround/BattleGround.h
Antz ce8b12f420
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Signed-off-by: billy1arm <antz@cix.co.uk>
2022-12-31 21:29:00 +00:00

1436 lines
37 KiB
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/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2023 MaNGOS <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef MANGOS_H_BATTLEGROUND
#define MANGOS_H_BATTLEGROUND
#include "Common.h"
#include "SharedDefines.h"
#include "Map.h"
#include "ByteBuffer.h"
#include "ObjectGuid.h"
// magic event-numbers
#define BG_EVENT_NONE 255
// those generic events should get a high event id
#define BG_EVENT_DOOR 254
class Creature;
class GameObject;
class Group;
class Player;
class WorldPacket;
class BattleGroundMap;
struct WorldSafeLocsEntry;
/**
* @brief
*
*/
struct BattleGroundEventIdx
{
uint8 event1; /**< TODO */
uint8 event2; /**< TODO */
};
/**
* @brief
*
*/
enum BattleGroundSounds
{
SOUND_HORDE_WINS = 8454,
SOUND_ALLIANCE_WINS = 8455,
SOUND_BG_START = 3439
};
/**
* @brief
*
*/
enum BattleGroundQuests
{
SPELL_WS_QUEST_REWARD = 43483,
SPELL_AB_QUEST_REWARD = 43484,
SPELL_AV_QUEST_REWARD = 43475,
SPELL_AV_QUEST_KILLED_BOSS = 23658,
SPELL_AB_QUEST_REWARD_4_BASES = 24061,
SPELL_AB_QUEST_REWARD_5_BASES = 24064
};
/**
* @brief
*
*/
enum BattleGroundMarks
{
SPELL_WS_MARK_LOSER = 24950,
SPELL_WS_MARK_WINNER = 24951,
SPELL_AB_MARK_LOSER = 24952,
SPELL_AB_MARK_WINNER = 24953,
SPELL_AV_MARK_LOSER = 24954,
SPELL_AV_MARK_WINNER = 24955,
};
/**
* @brief
*
*/
enum BattleGroundMarksCount
{
ITEM_WINNER_COUNT = 3,
ITEM_LOSER_COUNT = 1
};
/**
* @brief
*
*/
enum BattleGroundTimeIntervals
{
CHECK_PLAYER_POSITION_INVERVAL = 1000, // ms
RESURRECTION_INTERVAL = 30000, // ms
INVITATION_REMIND_TIME = 60000, // ms
INVITE_ACCEPT_WAIT_TIME = 80000, // ms
TIME_TO_AUTOREMOVE = 120000, // ms
MAX_OFFLINE_TIME = 300, // secs
RESPAWN_ONE_DAY = 86400, // secs
RESPAWN_IMMEDIATELY = 0, // secs
BUFF_RESPAWN_TIME = 180 // secs
};
/**
* @brief
*
*/
enum BattleGroundStartTimeIntervals
{
BG_START_DELAY_2M = 120000, // ms (2 minutes)
BG_START_DELAY_1M = 60000, // ms (1 minute)
BG_START_DELAY_30S = 30000, // ms (30 seconds)
BG_START_DELAY_NONE = 0, // ms
};
/**
* @brief
*
*/
enum BattleGroundBuffObjects
{
BG_OBJECTID_SPEEDBUFF_ENTRY = 179871,
BG_OBJECTID_REGENBUFF_ENTRY = 179904,
BG_OBJECTID_BERSERKERBUFF_ENTRY = 179905
};
const uint32 Buff_Entries[3] = { BG_OBJECTID_SPEEDBUFF_ENTRY, BG_OBJECTID_REGENBUFF_ENTRY, BG_OBJECTID_BERSERKERBUFF_ENTRY }; /**< TODO */
/**
* @brief
*
*/
enum BattleGroundStatus
{
STATUS_NONE = 0, // first status, should mean bg is not instance
STATUS_WAIT_QUEUE = 1, // means bg is empty and waiting for queue
STATUS_WAIT_JOIN = 2, // this means, that BG has already started and it is waiting for more players
STATUS_IN_PROGRESS = 3, // means bg is running
STATUS_WAIT_LEAVE = 4 // means some faction has won BG and it is ending
};
/**
* @brief
*
*/
struct BattleGroundPlayer
{
time_t OfflineRemoveTime; /**< for tracking and removing offline players from queue after 5 minutes */
Team PlayerTeam; /**< Player's team */
};
/**
* @brief
*
*/
struct BattleGroundObjectInfo
{
/**
* @brief
*
*/
BattleGroundObjectInfo() : object(NULL), timer(0), spellid(0) {}
GameObject* object; /**< TODO */
int32 timer; /**< TODO */
uint32 spellid; /**< TODO */
};
/**
* @brief handle the queue types and bg types separately to enable joining queue for different sized arenas at the same time
*
*/
enum BattleGroundQueueTypeId
{
BATTLEGROUND_QUEUE_NONE = 0,
BATTLEGROUND_QUEUE_AV = 1,
BATTLEGROUND_QUEUE_WS = 2,
BATTLEGROUND_QUEUE_AB = 3,
};
#define MAX_BATTLEGROUND_QUEUE_TYPES 4
/**
* @brief
*
*/
enum BattleGroundBracketId // bracketId for level ranges
{
BG_BRACKET_ID_TEMPLATE = -1, // used to mark bg as template
BG_BRACKET_ID_FIRST = 0, // brackets start from specific BG min level and each include 10 levels range
BG_BRACKET_ID_LAST = 5 // so for start level 10 will be 10-19, 20-29, ... all greater max bg level included in last breaket
};
#define MAX_BATTLEGROUND_BRACKETS 6
/**
* @brief
*
*/
enum ScoreType
{
SCORE_KILLING_BLOWS = 1,
SCORE_DEATHS = 2,
SCORE_HONORABLE_KILLS = 3,
SCORE_BONUS_HONOR = 4,
// WS
SCORE_FLAG_CAPTURES = 7,
SCORE_FLAG_RETURNS = 8,
// AB
SCORE_BASES_ASSAULTED = 9,
SCORE_BASES_DEFENDED = 10,
// AV
SCORE_GRAVEYARDS_ASSAULTED = 11,
SCORE_GRAVEYARDS_DEFENDED = 12,
SCORE_TOWERS_ASSAULTED = 13,
SCORE_TOWERS_DEFENDED = 14,
SCORE_SECONDARY_OBJECTIVES = 15
};
/**
* @brief
*
*/
enum BattleGroundStartingEvents
{
BG_STARTING_EVENT_NONE = 0x00,
BG_STARTING_EVENT_1 = 0x01,
BG_STARTING_EVENT_2 = 0x02,
BG_STARTING_EVENT_3 = 0x04,
BG_STARTING_EVENT_4 = 0x08
};
/**
* @brief
*
*/
enum BattleGroundStartingEventsIds
{
BG_STARTING_EVENT_FIRST = 0,
BG_STARTING_EVENT_SECOND = 1,
BG_STARTING_EVENT_THIRD = 2,
BG_STARTING_EVENT_FOURTH = 3
};
#define BG_STARTING_EVENT_COUNT 4
/**
* @brief
*
*/
enum BattleGroundJoinError
{
BG_JOIN_ERR_OK = 0,
BG_JOIN_ERR_OFFLINE_MEMBER = 1,
BG_JOIN_ERR_GROUP_TOO_MANY = 2,
BG_JOIN_ERR_MIXED_FACTION = 3,
BG_JOIN_ERR_MIXED_LEVELS = 4,
// BG_JOIN_ERR_MIXED_ARENATEAM = 5,
BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE = 6,
BG_JOIN_ERR_GROUP_DESERTER = 7,
BG_JOIN_ERR_ALL_QUEUES_USED = 8,
BG_JOIN_ERR_GROUP_NOT_ENOUGH = 9
};
/**
* @brief
*
*/
class BattleGroundScore
{
public:
/**
* @brief
*
*/
BattleGroundScore() : KillingBlows(0), Deaths(0), HonorableKills(0),
DishonorableKills(0), BonusHonor(0)
{}
/**
* @brief virtual destructor is used when deleting score from scores map
*
*/
virtual ~BattleGroundScore() {}
uint32 GetKillingBlows() const { return KillingBlows; }
uint32 GetDeaths() const { return Deaths; }
uint32 GetHonorableKills() const { return HonorableKills; }
uint32 GetBonusHonor() const { return BonusHonor; }
uint32 GetDamageDone() const { return 0; }
uint32 GetHealingDone() const { return 0; }
virtual uint32 GetAttr1() const { return 0; }
virtual uint32 GetAttr2() const { return 0; }
virtual uint32 GetAttr3() const { return 0; }
virtual uint32 GetAttr4() const { return 0; }
virtual uint32 GetAttr5() const { return 0; }
uint32 KillingBlows; /**< TODO */
uint32 Deaths; /**< TODO */
uint32 HonorableKills; /**< TODO */
uint32 DishonorableKills; /**< TODO */
uint32 BonusHonor; /**< TODO */
};
/**
* @brief This class is used to:
* 1. Add player to battleground
* 2. Remove player from battleground
* 3. some certain cases, same for all battlegrounds
* 4. It has properties same for all battlegrounds
*
*/
class BattleGround
{
friend class BattleGroundMgr;
public:
/**
* @brief Construction
*
*/
BattleGround();
/**
* @brief
*
*/
virtual ~BattleGround();
/**
* @brief
*
* @param diff
*/
virtual void Update(uint32 diff); // must be implemented in BG subclass of BG specific update code, but must in begginning call parent version
/**
* @brief
*
*/
virtual void Reset(); // resets all common properties for battlegrounds, must be implemented and called in BG subclass
/**
* @brief
*
*/
virtual void StartingEventCloseDoors() {}
/**
* @brief
*
*/
virtual void StartingEventOpenDoors() {}
/* Battleground */
// Get methods:
/**
* @brief
*
* @return const char
*/
char const* GetName() const { return m_Name; }
/**
* @brief
*
* @return BattleGroundTypeId
*/
BattleGroundTypeId GetTypeID() const
{
return m_TypeID;
}
/**
* @brief
*
* @return BattleGroundBracketId
*/
BattleGroundBracketId GetBracketId() const { return m_BracketId; }
// the instanceId check is also used to determine a bg-template
// that's why the m_map hack is here..
/**
* @brief
*
* @return uint32
*/
uint32 GetInstanceID() { return m_Map ? GetBgMap()->GetInstanceId() : 0; }
/**
* @brief
*
* @return BattleGroundStatus
*/
BattleGroundStatus GetStatus() const { return m_Status; }
/**
* @brief
*
* @return uint32
*/
uint32 GetClientInstanceID() const { return m_ClientInstanceID; }
/**
* @brief
*
* @return uint32
*/
uint32 GetStartTime() const { return m_StartTime; }
/**
* @brief
*
* @return uint32
*/
uint32 GetEndTime() const { return m_EndTime; }
/**
* @brief
*
* @return uint32
*/
uint32 GetMaxPlayers() const { return m_MaxPlayers; }
/**
* @brief
*
* @return uint32
*/
uint32 GetMinPlayers() const { return m_MinPlayers; }
/**
* @brief
*
* @return uint32
*/
uint32 GetMinLevel() const { return m_LevelMin; }
/**
* @brief
*
* @return uint32
*/
uint32 GetMaxLevel() const { return m_LevelMax; }
/**
* @brief
*
* @return uint32
*/
uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayersPerTeam; }
/**
* @brief
*
* @return uint32
*/
uint32 GetMinPlayersPerTeam() const { return m_MinPlayersPerTeam; }
/**
* @brief
*
* @return int32
*/
int32 GetStartDelayTime() const { return m_StartDelayTime; }
/**
* @brief
*
* @return Team
*/
Team GetWinner() const { return m_Winner; }
/**
* @brief
*
* @return Team
*/
virtual Team GetPrematureWinner();
/**
* @brief
*
* @return uint32
*/
uint32 GetBattlemasterEntry() const;
/**
* @brief
*
* @param kills
* @return uint32
*/
uint32 GetBonusHonorFromKill(uint32 kills) const;
// Set methods:
/**
* @brief
*
* @param Name
*/
void SetName(char const* Name) { m_Name = Name; }
/**
* @brief
*
* @param TypeID
*/
void SetTypeID(BattleGroundTypeId TypeID) { m_TypeID = TypeID; }
/**
* @brief
*
* @param ID
*/
void SetBracketId(BattleGroundBracketId ID) { m_BracketId = ID; }
/**
* @brief
*
* @param Status
*/
void SetStatus(BattleGroundStatus Status) { m_Status = Status; }
/**
* @brief
*
* @param InstanceID
*/
void SetClientInstanceID(uint32 InstanceID) { m_ClientInstanceID = InstanceID; }
/**
* @brief
*
* @param Time
*/
void SetStartTime(uint32 Time) { m_StartTime = Time; }
/**
* @brief
*
* @param Time
*/
void SetEndTime(uint32 Time) { m_EndTime = Time; }
/**
* @brief
*
* @param MaxPlayers
*/
void SetMaxPlayers(uint32 MaxPlayers) { m_MaxPlayers = MaxPlayers; }
/**
* @brief
*
* @param MinPlayers
*/
void SetMinPlayers(uint32 MinPlayers) { m_MinPlayers = MinPlayers; }
/**
* @brief
*
* @param min
* @param max
*/
void SetLevelRange(uint32 min, uint32 max) { m_LevelMin = min; m_LevelMax = max; }
/**
* @brief
*
* @param winner
*/
void SetWinner(Team winner) { m_Winner = winner; }
/**
* @brief
*
* @param diff
*/
void ModifyStartDelayTime(int diff) { m_StartDelayTime -= diff; }
/**
* @brief
*
* @param Time
*/
void SetStartDelayTime(int Time) { m_StartDelayTime = Time; }
/**
* @brief
*
* @param MaxPlayers
*/
void SetMaxPlayersPerTeam(uint32 MaxPlayers) { m_MaxPlayersPerTeam = MaxPlayers; }
/**
* @brief
*
* @param MinPlayers
*/
void SetMinPlayersPerTeam(uint32 MinPlayers) { m_MinPlayersPerTeam = MinPlayers; }
/**
* @brief
*
*/
void AddToBGFreeSlotQueue(); // this queue will be useful when more battlegrounds instances will be available
/**
* @brief
*
*/
void RemoveFromBGFreeSlotQueue(); // this method could delete whole BG instance, if another free is available
/**
* @brief
*
* @param team
*/
void DecreaseInvitedCount(Team team) { (team == ALLIANCE) ? --m_InvitedAlliance : --m_InvitedHorde; }
/**
* @brief
*
* @param team
*/
void IncreaseInvitedCount(Team team) { (team == ALLIANCE) ? ++m_InvitedAlliance : ++m_InvitedHorde; }
/**
* @brief
*
* @param team
* @return uint32
*/
uint32 GetInvitedCount(Team team) const
{
if (team == ALLIANCE)
{
return m_InvitedAlliance;
}
else
{
return m_InvitedHorde;
}
}
/**
* @brief
*
* @return bool
*/
bool HasFreeSlots() const;
/**
* @brief
*
* @param team
* @return uint32
*/
uint32 GetFreeSlotsForTeam(Team team) const;
/**
* @brief
*
*/
typedef std::map<ObjectGuid, BattleGroundPlayer> BattleGroundPlayerMap;
/**
* @brief
*
* @return const BattleGroundPlayerMap
*/
BattleGroundPlayerMap const& GetPlayers() const { return m_Players; }
/**
* @brief
*
* @return uint32
*/
uint32 GetPlayersSize() const { return m_Players.size(); }
/**
* @brief
*
*/
typedef std::map<ObjectGuid, BattleGroundScore*> BattleGroundScoreMap;
/**
* @brief
*
* @return BattleGroundScoreMap::const_iterator
*/
BattleGroundScoreMap::const_iterator GetPlayerScoresBegin() const { return m_PlayerScores.begin(); }
/**
* @brief
*
* @return BattleGroundScoreMap::const_iterator
*/
BattleGroundScoreMap::const_iterator GetPlayerScoresEnd() const { return m_PlayerScores.end(); }
/**
* @brief
*
* @return uint32
*/
uint32 GetPlayerScoresSize() const { return m_PlayerScores.size(); }
/**
* @brief
*
*/
void StartBattleGround();
/* Location */
/**
* @brief
*
* @param MapID
*/
void SetMapId(uint32 MapID) { m_MapId = MapID; }
/**
* @brief
*
* @return uint32
*/
uint32 GetMapId() const { return m_MapId; }
/* Map pointers */
/**
* @brief
*
* @param map
*/
void SetBgMap(BattleGroundMap* map) { m_Map = map; }
/**
* @brief
*
* @return BattleGroundMap
*/
BattleGroundMap* GetBgMap()
{
MANGOS_ASSERT(m_Map);
return m_Map;
}
/**
* @brief
*
* @param team
* @param X
* @param Y
* @param Z
* @param O
*/
void SetTeamStartLoc(Team team, float X, float Y, float Z, float O);
/**
* @brief
*
* @param team
* @param X
* @param Y
* @param Z
* @param O
*/
void GetTeamStartLoc(Team team, float& X, float& Y, float& Z, float& O) const
{
PvpTeamIndex idx = GetTeamIndexByTeamId(team);
X = m_TeamStartLocX[idx];
Y = m_TeamStartLocY[idx];
Z = m_TeamStartLocZ[idx];
O = m_TeamStartLocO[idx];
}
void SetStartMaxDist(float startMaxDist) { m_startMaxDist = startMaxDist; }
float GetStartMaxDist() const { return m_startMaxDist; }
/* Packet Transfer */
// method that should fill worldpacket with actual world states (not yet implemented for all battlegrounds!)
/**
* @brief
*
* @param
* @param
*/
virtual void FillInitialWorldStates(WorldPacket& /*data*/, uint32& /*count*/) {}
/**
* @brief
*
* @param team
* @param packet
* @param sender
* @param self
*/
void SendPacketToTeam(Team team, WorldPacket* packet, Player* sender = NULL, bool self = true);
/**
* @brief
*
* @param packet
*/
void SendPacketToAll(WorldPacket* packet);
template<class Do>
/**
* @brief
*
* @param _do
*/
void BroadcastWorker(Do& _do);
/**
* @brief
*
* @param SoundID
* @param team
*/
void PlaySoundToTeam(uint32 SoundID, Team team);
/**
* @brief
*
* @param SoundID
*/
void PlaySoundToAll(uint32 SoundID);
/**
* @brief
*
* @param SpellID
* @param team
*/
void CastSpellOnTeam(uint32 SpellID, Team team);
/**
* @brief
*
* @param Honor
* @param team
*/
void RewardHonorToTeam(uint32 Honor, Team team);
/**
* @brief
*
* @param faction_id
* @param Reputation
* @param team
*/
void RewardReputationToTeam(uint32 faction_id, uint32 Reputation, Team team);
/**
* @brief
*
* @param plr
* @param count
*/
void RewardMark(Player* plr, uint32 count);
/**
* @brief
*
* @param plr
* @param mark
* @param count
*/
void SendRewardMarkByMail(Player* plr, uint32 mark, uint32 count);
/**
* @brief
*
* @param plr
* @param item_id
* @param count
*/
void RewardItem(Player* plr, uint32 item_id, uint32 count);
/**
* @brief
*
* @param plr
*/
void RewardQuestComplete(Player* plr);
/**
* @brief
*
* @param plr
* @param spell_id
*/
void RewardSpellCast(Player* plr, uint32 spell_id);
/**
* @brief
*
* @param Field
* @param Value
*/
void UpdateWorldState(uint32 Field, uint32 Value);
/**
* @brief
*
* @param Field
* @param Value
* @param Source
*/
void UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player* Source);
/**
* @brief
*
* @param winner
*/
virtual void EndBattleGround(Team winner);
/**
* @brief
*
* @param plr
*/
void BlockMovement(Player* plr);
/**
* @brief
*
* @param entry
* @param type
* @param source
*/
void SendMessageToAll(int32 entry, ChatMsg type, Player const* source = NULL);
/**
* @brief
*
* @param entry
* @param language
* @param guid
*/
void SendYellToAll(int32 entry, uint32 language, ObjectGuid guid);
/**
* @brief
*
* @param entry
* @param type
* @param source...
*/
void PSendMessageToAll(int32 entry, ChatMsg type, Player const* source, ...);
// specialized version with 2 string id args
/**
* @brief
*
* @param entry
* @param type
* @param source
* @param strId1
* @param strId2
*/
void SendMessage2ToAll(int32 entry, ChatMsg type, Player const* source, int32 strId1 = 0, int32 strId2 = 0);
/**
* @brief
*
* @param entry
* @param language
* @param guid
* @param arg1
* @param arg2
*/
void SendYell2ToAll(int32 entry, uint32 language, ObjectGuid guid, int32 arg1, int32 arg2);
/* Raid Group */
/**
* @brief
*
* @param team
* @return Group
*/
Group* GetBgRaid(Team team) const { return m_BgRaids[GetTeamIndexByTeamId(team)]; }
/**
* @brief
*
* @param team
* @param bg_raid
*/
void SetBgRaid(Team team, Group* bg_raid);
/**
* @brief
*
* @param Source
* @param type
* @param value
*/
virtual void UpdatePlayerScore(Player* Source, uint32 type, uint32 value);
/**
* @brief
*
* @param team
* @return BattleGroundTeamIndex
*/
static PvpTeamIndex GetTeamIndexByTeamId(Team team) { return team == ALLIANCE ? TEAM_INDEX_ALLIANCE : TEAM_INDEX_HORDE; }
/**
* @brief
*
* @param team
* @return uint32
*/
uint32 GetPlayersCountByTeam(Team team) const { return m_PlayersCount[GetTeamIndexByTeamId(team)]; }
/**
* @brief
*
* @param team
* @return uint32
*/
uint32 GetAlivePlayersCountByTeam(Team team) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases
/**
* @brief
*
* @param team
* @param remove
*/
void UpdatePlayersCountByTeam(Team team, bool remove)
{
if (remove)
{
--m_PlayersCount[GetTeamIndexByTeamId(team)];
}
else
{
++m_PlayersCount[GetTeamIndexByTeamId(team)];
}
}
/* Triggers handle */
// must be implemented in BG subclass
/**
* @brief
*
* @param
* @param uint32
*/
virtual bool HandleAreaTrigger(Player* /*Source*/, uint32 /*Trigger*/) { return false; }
// must be implemented in BG subclass if need AND call base class generic code
/**
* @brief
*
* @param player
* @param killer
*/
virtual void HandleKillPlayer(Player* player, Player* killer);
/**
* @brief
*
* @param
* @param
*/
virtual void HandleKillUnit(Creature* /*unit*/, Player* /*killer*/) {}
// Process Capture event
/**
* @brief
*
* @param uint32
* @param
* @return bool
*/
virtual bool HandleEvent(uint32 /*eventId*/, GameObject* /*go*/) { return false; }
// Called when a gameobject is created
/**
* @brief
*
* @param
*/
virtual void HandleGameObjectCreate(GameObject* /*go*/) {}
/* Battleground events */
/**
* @brief
*
* @param
*/
virtual void EventPlayerDroppedFlag(Player* /*player*/) {}
/**
* @brief
*
* @param
* @param
*/
virtual void EventPlayerClickedOnFlag(Player* /*player*/, GameObject* /*target_obj*/) {}
/**
* @brief
*
* @param
*/
virtual void EventPlayerCapturedFlag(Player* /*player*/) {}
/**
* @brief
*
* @param player
*/
void EventPlayerLoggedIn(Player* player);
/**
* @brief
*
* @param player
*/
void EventPlayerLoggedOut(Player* player);
/* Death related */
/**
* @brief
*
* @param player
* @return const WorldSafeLocsEntry
*/
virtual WorldSafeLocsEntry const* GetClosestGraveYard(Player* player);
/**
* @brief
*
* @param plr
*/
virtual void AddPlayer(Player* plr); // must be implemented in BG subclass
/**
* @brief
*
* @param plr
* @param plr_guid
* @param team
*/
void AddOrSetPlayerToCorrectBgGroup(Player* plr, ObjectGuid plr_guid, Team team);
/**
* @brief
*
* @param guid
* @param Transport
* @param SendPacket
*/
virtual void RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool SendPacket);
// can be extended in in BG subclass
/* event related */
// called when a creature gets added to map (NOTE: only triggered if
// a player activates the cell of the creature)
/**
* @brief
*
* @param
*/
void OnObjectDBLoad(Creature* /*creature*/);
/**
* @brief
*
* @param
*/
void OnObjectDBLoad(GameObject* /*obj*/);
// (de-)spawns creatures and gameobjects from an event
/**
* @brief
*
* @param event1
* @param event2
* @param spawn
*/
void SpawnEvent(uint8 event1, uint8 event2, bool spawn);
/**
* @brief
*
* @param event1
* @param event2
* @return bool
*/
bool IsActiveEvent(uint8 event1, uint8 event2)
{
if (m_ActiveEvents.find(event1) == m_ActiveEvents.end())
{
return false;
}
return m_ActiveEvents[event1] == event2;
}
/**
* @brief
*
* @param event1
* @param event2
* @return ObjectGuid
*/
ObjectGuid GetSingleCreatureGuid(uint8 event1, uint8 event2);
/**
* @brief
*
* @param event1
* @param event2
*/
void OpenDoorEvent(uint8 event1, uint8 event2 = 0);
/**
* @brief
*
* @param event1
* @param event2
* @return bool
*/
bool IsDoor(uint8 event1, uint8 event2);
/**
* @brief
*
* @param go_guid
*/
void HandleTriggerBuff(ObjectGuid go_guid);
/**
* @brief
*
* @param guid
* @param respawntime
*/
void SpawnBGObject(ObjectGuid guid, uint32 respawntime);
/**
* @brief
*
* @param guid
* @param respawntime
*/
void SpawnBGCreature(ObjectGuid guid, uint32 respawntime);
/**
* @brief
*
* @param guid
*/
void DoorOpen(ObjectGuid guid);
/**
* @brief
*
* @param guid
*/
void DoorClose(ObjectGuid guid);
/**
* @brief
*
* @param
* @return bool
*/
virtual bool HandlePlayerUnderMap(Player* /*plr*/) { return false; }
// since arenas can be AvA or Hvh, we have to get the "temporary" team of a player
/**
* @brief
*
* @param guid
* @return Team
*/
Team GetPlayerTeam(ObjectGuid guid);
/**
* @brief
*
* @param team
* @return Team
*/
static Team GetOtherTeam(Team team) { return team ? ((team == ALLIANCE) ? HORDE : ALLIANCE) : TEAM_NONE; }
/**
* @brief
*
* @param teamIdx
* @return BattleGroundTeamIndex
*/
static PvpTeamIndex GetOtherTeamIndex(PvpTeamIndex teamIdx) { return teamIdx == TEAM_INDEX_ALLIANCE ? TEAM_INDEX_HORDE : TEAM_INDEX_ALLIANCE; }
/**
* @brief
*
* @param guid
* @return bool
*/
bool IsPlayerInBattleGround(ObjectGuid guid);
/* virtual score-array - get's used in bg-subclasses */
int32 m_TeamScores[PVP_TEAM_COUNT];
/**
* @brief
*
*/
struct EventObjects
{
GuidVector gameobjects; /**< TODO */
GuidVector creatures; /**< TODO */
};
// cause we create it dynamicly i use a map - to avoid resizing when
// using vector - also it contains 2*events concatenated with PAIR32
// this is needed to avoid overhead of a 2dimensional std::map
std::map<uint32, EventObjects> m_EventObjects; /**< TODO */
// this must be filled first in BattleGroundXY::Reset().. else
// creatures will get added wrong
// door-events are automaticly added - but _ALL_ other must be in this vector
std::map<uint8, uint8> m_ActiveEvents; /**< TODO */
protected:
/**
* @brief Ends a battleground
*
* This method is called, when BG can not spawn its own spirit guide, or
* something is wrong, It correctly ends BattleGround
*/
void EndNow();
/**
* @brief
*
* @param plr
*/
void PlayerAddedToBGCheckIfBGIsRunning(Player* plr);
/* Scorekeeping */
BattleGroundScoreMap m_PlayerScores; /**< Player scores */
// must be implemented in BG subclass
/**
* @brief
*
* @param
* @param ObjectGuid
*/
virtual void RemovePlayer(Player* /*player*/, ObjectGuid /*guid*/) {}
/* Player lists, those need to be accessible by inherited classes */
BattleGroundPlayerMap m_Players; /**< TODO */
/*
these are important variables used for starting messages
*/
uint8 m_Events; /**< TODO */
BattleGroundStartTimeIntervals m_StartDelayTimes[BG_STARTING_EVENT_COUNT]; /**< TODO */
// this must be filled in constructors!
uint32 m_StartMessageIds[BG_STARTING_EVENT_COUNT]; /**< TODO */
bool m_BuffChange; /**< TODO */
private:
/* Battleground */
BattleGroundTypeId m_TypeID; /**< TODO */
BattleGroundStatus m_Status; /**< TODO */
uint32 m_ClientInstanceID; /**< the instance-id which is sent to the client and without any other internal use */
uint32 m_StartTime; /**< TODO */
uint32 m_validStartPositionTimer;
int32 m_EndTime; /**< it is set to 120000 when bg is ending and it decreases itself */
BattleGroundBracketId m_BracketId; /**< TODO */
bool m_InBGFreeSlotQueue; /**< used to make sure that BG is only once inserted into the BattleGroundMgr.BGFreeSlotQueue[bgTypeId] deque */
Team m_Winner; /**< 0=alliance, 1=horde, 2=none */
int32 m_StartDelayTime; /**< TODO */
bool m_PrematureCountDown; /**< TODO */
uint32 m_PrematureCountDownTimer; /**< TODO */
char const* m_Name; /**< TODO */
/* Player lists */
/**
* @brief
*
*/
typedef std::deque<ObjectGuid> OfflineQueue;
OfflineQueue m_OfflineQueue; /**< Player GUID */
/* Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction */
/* Invited counters will be changed only when removing already invited player from queue, removing player from battleground and inviting player to BG */
/* Invited players counters*/
uint32 m_InvitedAlliance; /**< TODO */
uint32 m_InvitedHorde; /**< TODO */
/* Raid Group */
Group* m_BgRaids[PVP_TEAM_COUNT]; /**< 0 - alliance, 1 - horde */
/* Players count by team */
uint32 m_PlayersCount[PVP_TEAM_COUNT]; /**< TODO */
/* Limits */
uint32 m_LevelMin; /**< TODO */
uint32 m_LevelMax; /**< TODO */
uint32 m_MaxPlayersPerTeam; /**< TODO */
uint32 m_MaxPlayers; /**< TODO */
uint32 m_MinPlayersPerTeam; /**< TODO */
uint32 m_MinPlayers; /**< TODO */
/* Start location */
uint32 m_MapId; /**< TODO */
BattleGroundMap* m_Map; /**< TODO */
float m_startMaxDist;
float m_TeamStartLocX[PVP_TEAM_COUNT]; /**< TODO */
float m_TeamStartLocY[PVP_TEAM_COUNT]; /**< TODO */
float m_TeamStartLocZ[PVP_TEAM_COUNT]; /**< TODO */
float m_TeamStartLocO[PVP_TEAM_COUNT]; /**< TODO */
};
// helper functions for world state list fill
/**
* @brief
*
* @param data
* @param count
* @param state
* @param value
*/
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, uint32 value)
{
data << uint32(state);
data << uint32(value);
++count;
}
/**
* @brief
*
* @param data
* @param count
* @param state
* @param value
*/
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, int32 value)
{
data << uint32(state);
data << int32(value);
++count;
}
/**
* @brief
*
* @param data
* @param count
* @param state
* @param value
*/
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, bool value)
{
data << uint32(state);
data << uint32(value ? 1 : 0);
++count;
}
/**
* @brief
*
*/
struct WorldStatePair
{
uint32 state; /**< TODO */
uint32 value; /**< TODO */
};
/**
* @brief
*
* @param data
* @param count
* @param array
*/
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, WorldStatePair const* array)
{
for (WorldStatePair const* itr = array; itr->state; ++itr)
{
data << uint32(itr->state);
data << uint32(itr->value);
++count;
}
}
#endif